Allows viewing the stats of ??? units. Sadly, as the Unit List does not have a function to hide stats like the battle field does, you should not apply the Unit List portion of this hack if you want stats to remain completely hidden to the player. This means the ??? unit will not show up at all in the Unit List, just like in the original version. By default, this xml disables all stats hiding, so edit it as you see fit (there are plenty of comments).

~ Lockeadon's request/Non-existing? JotF hack ~ (I don't know, I can't find it in JotF's files, and there was definitely 100% chance in the last official release... just remade it I guess [I didn't make the original, this is from scratch and I bet more flexible])

Undead Revival Chance

Chance that undead units will revive once their death counter reaches 0 and 100CT. The chance formula is: (X - 32768) / 32767; meaning that the range is from 0x0000 (0 or 0%) down to 0x8000 (-32768 or 100%). In vanilla, the undead have 50% chance to revive. This hack's default value is 100% revival rate.

EDIT: Turns out JotF was using a peculiar hack... that has its uses (it forces something to happen, otherwise treasure/crystal immunity when the game tries to get rid of a unit just skips the turn), but basically requires crystal+treasure immunity on a unit to have 100% revival chance.

Since Elric was nice enough to reorganize my topic, and also add some hacks I made for JotF, here they are, just so you know which they are. Enjoy!You can find those hacks in the first post in Xifanie.xml.

Formula 59 becomes PhoenixApplies Heal_(Y)% Hit_F(MA+X)% NE to downed allies within effected area while still applying Dmg_F(MA*Z) ME NS to enemies within the same area.

Incremental Jump RangeInstead of choosing the highest value of the learned jump ability for the horizontal/vertical ranges, instead they are added all together,meaning no one skill is ever going to be useless; it will always count towards your total horizontal/vertical range.You could have Horizontal +2, Horizontal +1, Horizontal + 1, together would be the equivalent of Horizontal +4.

Propositions Hack 2.1Proposition Hack v2 with Gil Cost and the ability to abandon marks. By Xifanie (a bit of help from Pride's original hack)

This hack involves a few more steps than most and it should really only be used if you know what you are doing. This is the hack that is used for the 'Marks' System in Jot5.

This will allow you to unlock a Proposition based on Story Progress rather than Shop Progress. It also changes how propositions work.

First you will want to go to the propositions tab in FFTP. Since this hack changes Propositions to use Story Progress you'll have to either count out the entries to find the correct number or you can rename your shop progress to also include story progress, as I have in the picture here:

Once this is setup, you can check your game and upon reaching the set story progress, the Proposition should unlock in the Bar as normal. You will NOT be prompted to send out units or select an amount of days for the job. Instead you will be told the job details as normal (These are edited in section 2 of WLDMES.BIN) and you can choose to accept or decline. If you decline the listing remains posted. If you accept then the listing disappears and the variable for the Proposition is set to 2.The variables for Propositions with this hack work as follows:0 = Repeat 2 = Started, can call back4 = Completed

The next thing you would do would be to edit your worldmap conditions to include something like this on the location where you want the Mark/Proposition Event to take place:010066030200190013010100

What this breaks down to is: IF - Variable 366 = 2 - Run Event 113 - Agressively

NOTE: Variable 366 is the Variable for Envoy ship, Falcon one of the vanilla propositions, and is just an example here. Same with event 113, as it is what I chose to use for this example. Also, the 0100 - Agressively is when you step on a dot and it takes you to a battle, it does the swirl image thing, in comparison to having this set to 0200 - Calmly, which would be the fade out you'd get if you were instead being taken to a non battle cutscene.

So now, in this example, once you accept the job and walk onto the location you put the code on in the worldmap, the battle/scene will start.

VERY IMPORTANT: At the end of the scene or battle you also need to either change the Propositions variable to either 0 or 4. If you set it to 0, the Proposition will appear back in the Bar and can be repeated. If you set it to 4, the Proposition will be flagged as completed and a bravestory entry will be added to the bravestory. Make sure you don't leave the variable as 2, because the battle will repeat everytime you try to leave the dot on the map. Here's an example of what you'd want at the end of your event to mark the proposition as complete:ZERO(x0366)ADD(x0366,x0004)

You can also cancel a Proposition in case you want to pass a spot on the map due to a Proposition battle being too difficult or just wanting to put it off for later. Cancelled jobs will reappear the next time you enter the Bar.

Rumors use proposition spaceRumors use proposition completion notes slots based on town ID

Modding version: PSX

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)

I'm amazed at your level of intelligence. As for me, aside from mowing my lawn, I spent my whole weekend bumblefucking through ALREADY MADE EASY TO USE TOOLS to click a few checkboxes and my damn head is about to explode I feel like a caveman here, well most places actually

I'm amazed at your level of intelligence. As for me, aside from mowing my lawn, I spent my whole weekend bumblefucking through ALREADY MADE EASY TO USE TOOLS to click a few checkboxes and my damn head is about to explode I feel like a caveman here, well most places actually

Hey don't feel bad. I'll definitely take the compliment; but smarts ain't everything. I can't exactly get a job, so I don't have that going for me. If you do, well, I'm already envious.

I'm pretty proud of that one, it works flawlessly except for about 3 events in vanilla. All that happens is that the game is "paused" and you need to release Cross and press it again. It always catches me off guard. I always hated pointlessly button mashing though, and this was also to help me through real console testing.

I wish I could say my Frameskipper is as stable, but unfortunately, while I haven't had any issues in vanilla with it, it makes JotF freeze very early (even when the frameskipping function is not activated). I'm really going to have to go back on this one eventually, but I'm just drowning in FFT hacking work lol.

Modding version: PSX

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)

I don't want to necro bump but I just had to say I'm going to be trying out your spreadsheets, specifically the Guests in Random Battles and the Soldier Office Upgrade. I've browsed through them and they are masterfully crafted, you've made it as easy as possible. I'm not even into serious modding, your hacks just make the game so much better anyway.

Just like to say that if anyone was ever intimidated by using any spreadsheets, they're really easy. Just open them up with excel, make your changes where you want, go to the XML tab to copy it all, paste into a Notepad file and save as a .xml. If there are multiple patches and you copy just one, don't forget to also copy the /patches at the end.

I first started using spreadsheets when I noticed the in-battle sprites for weapons and shields in the vanilla game were wrong. Try it yourself, go into battle and block with a Mythril Shield and you'll see it isn't the same color or shape as the inventory sprite.